/Engine/Plugins/Experimental/MeshModelingToolsetExp/Source/SkeletalMeshModifiers/Public/SkeletonModifier.h
Creates a new bone in the skeleton hierarchy at desired transform
`true_ if the operation succeeded, false otherwise.
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Skeleton") bool AddBones ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InBonesName, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InParentsName, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & InTransforms )